Huuuh...no. It's just people not understanding how RDR works.
Basically RDR is just a multiplier. And as such the net gain there is from having it diminishes the lower the odds of getting something. It isn't helped at all by the drop hierarchy set in place.
Say you stack *5 rare drop multiplier going fullblown and stuff : the *14 at 0.1% chances of dropping will only be pushed to 0.5%, in other words abysmal is just slightly less abysmal. Plus higher rarities are always checked first on rolls, meaning for each EQ, the game will roll the *14 items first, and if (when) you don't get it, it's done for said EQ run, the game will then roll the lower rarity weapons, misc items and finally units. People are just used to RDR having a huge impact because cubing fodder, and even *13 to some extent, have high base rate so the RDR siginificantly increases your chances of getting one, or in case of cube fodders, how many you will successfully roll. As for the higher number of items, it only applies to area drops, which is probably why SEGA kept horribly low *14 rates on stuff like LQ and UQ : even the slightest overshoot could result in a rain of *14 in this case, whereas it's easier to control in raid EQs since *14 are tied to the boss drop rate pool. Those aren't influenced by the item multiplicating effect of RDR.
tl;dr RNG works as intended
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